There is a Kotaku article titled Maybe This Is Why Dragon Quest Never Took Off In The West. Jason Schreier’s main point boils down to: DQ sticks too much to its old traditions, although some of them feel clunky and outdated now and slow down the gameplay, like the save feature for example.
OK, well. I am a bit wary of the idea that there’s some fundamental difference between Japanese and “western” players, and the article never explains why Japanese players are allegedly not “used to more streamlined design” like the Americans. Oh, yeah, in this article “western” means “American”. Because there isn’t really any mystery to why Dragon Quest never took off in Europe: None of the games came out here, until Dragon Quest VIII in 2006. Compare his to Final Fantasy: Europe got their first entry into the series with Final Fantasy VII in 1997 – absurdly late for sure, but still considerably ahead of Dragon Quest. I cannot talk about the UA, but I would wager that there are all sorts of reasons – from timing, to marketing to who knows what – that influenced the games’ reception in the USA. I mean … I don’t think there has to be something fundamentally wrong with a game for it to fail to “take off” in a secondary market.
Still, the article raises an interesting point: The Dragon Quest games do seem to undertake less experiments in style and format than the Final Fantasy series. The look is always Akira Toriyama, there’s iconic monster designs like the adorable slimes, recognizable weaponry and armour, recurring musical themes and many other things that give DQ its own, unmistakable aesthetic and a strong identity. On the other hand, Final Fantasy seems much less beholden to its own legacy, and is quite happy to abandon its brand a
nd fans and turn into a completely different but ~modern~ game. Honestly, Final Fantasy XV might as well be called Undo the Finality: Fantasia of the Road (I just made that title up – and now I like it???). It might as well not be a Final Fantasy game.
Anyway, back to Dragon Quest. Yes, some of its traditional mechanics are a bit clunky. Aside from the save feature, I dislike the battle system of the older titles, because if I cannot see my characters during battle, I cannot relate to what the hell is even going on. This is something DQ has since moved away from, though, so it’s not as if they are completely averse to change and modernization. I think that Dragon Quest IX – where you could see your team – had much more dynamic and fun battles. Perhaps that’s why it is the only DQ game to date that I managed to play from beginning to end (and then some).
There is a lot I want to write about the Dragon Quest style of saving your game, but it might be best to save it for its own post, no pun intended.
Dragon Quest’s secret power is nostalgia. It’s a sense of nostalgia so strong even I feel it. I have only played three games, completed only Dragon Quest 9 and read the Dragon Quest manga Dai no daibouken, but it feels like we’ve been friends forever! I think this is because of DQ’s strong sense of tradition and identity. It is all a feature, not a bug. I see a slime, and it makes me happy! I see a certain design of armor, dress or weapon, and I know its’ Dragon Quest! I’ll always love Dragon Quest – and I’ve no idea why.